Some alchemy potion ideas

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Some alchemy potion ideas

Postby martinuzz » Wed May 29, 2013 1:42 pm

I've cooked up some ideas for potions.
Each potion has 3 effects.
A situational effect, lasting 5 minutes, a utility effect, lasting 15 minutes, and a negative effect, lasting 24h.

It should be possible to drink more than one potion, gaining multiple effects.
However, drinking a potion will give your character the chymical instability debuff, similar to what items get.
I still don't know if slightly is a bit less severe than somewhat, so I'll leave the exact order to the devs, if they care to implement this.

The chymical instability debuff lasts 24h.
WIth each level of chymical instability, the chance will increase that drinking a potion will knockout your character, and permanently damage maximum humours.
I was thinking somewhere along these lines of severity:

chymical instability level 0 (not used any potions yet)
- 1% chance of KO, and reduce your humours' max by 5%
level 1
- 35% chance of KO, and reduce you humours' max by 10%
level 2
- 55% chance of KO, and reduce your humours' max by 15%
level 3
- 75% chance of KO, and reduce your humours' max by 20%
level 4 (clearly chymically instable)
- 95% chance of KO, and reduce your humours' max by 25%

That being said, here's the potions:

Potion of the Defender
- doubles your Blood and YB for 5 minutes
- allows you to regen your YB, even while in combat, albeit at a slower rate. Lasts 15 minutes
- You cannot turn on criminal acts. If criminal acts is enabled, drinking the potion disables it. Last 24h

Potion of the Thief
- checking the contents of containers on a hostile claim does not add to the crime counter. Lasts 5 minutes
- allows you to regen phlegm, even while in combat, albeit at a slower rate. Lasts 15 minutes
- (a)dventure>>destroy now drains all 4 humours, and at 4x the normal rate, instead of only phlegm. Lasts 24h

Potion of the Ranger
- quadruples the amount added to the tracking counter when picking up scents. Lasts 5 minutes
- increases accuracy and damage for pistols and guns, and signifcantly reduces reload time. Lasts 15 minutes
- all negative combat effects (reel, stun, fear, ...) duration is increased by 25%. Lasts 24h

Potion of the Raider
- reduces chance and damage of critical brazier hits on your char. Lasts 5 minutes
- all negative combat effects (reel, stun, fear, ...) duration on your character are decreased by 50%. Lasts 15 minutes
- increases non critical brazier damage on you character. Lasts 24h

Potion of the Wicked
- allows you to regen Blood, even while in combat. Lasts 5 minutes
- on a succesful melee hit, 25% of the actual damage done is leeched, and equally distributed among your humours. With actual damage I mean: If you hit a 5/5/5/5 noob for 40 damage, the actual damage is 5. Lasts 15 minutes.
- reduces your common combat defense by 50. Lasts 24h

Your thoughts?
Last edited by martinuzz on Wed May 29, 2013 3:44 pm, edited 1 time in total.
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Re: Some alchemy potion ideas

Postby iotuegli » Wed May 29, 2013 2:40 pm

good way to make fun in game with specializations... why not?

(i like the way you lose a % of max humor per potion drink... but i don't get how with 0 potions your humors reduce for 5%)
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Re: Some alchemy potion ideas

Postby martinuzz » Wed May 29, 2013 3:35 pm

iotuegli wrote:good way to make fun in game with specializations... why not?

(i like the way you lose a % of max humor per potion drink... but i don't get how with 0 potions your humors reduce for 5%)


with 0 potions drunk, there is a 1% chance that you will KO, and your humours be drained. The % chance not only applies to KO. KO and humour loss is a combined package.
Edited OP to make this more clear.
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Re: Some alchemy potion ideas

Postby Potjeh » Wed May 29, 2013 4:44 pm

Looks like a pretty solid suggestion. Supported.
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Re: Some alchemy potion ideas

Postby Kandarim » Wed May 29, 2013 6:25 pm

I would expect to knock-out to kick in after the effect wears off, though. If not, when drinking a potion of the defender that knocks you out, you just open yourself up to easy murdering.

That said, I HEAVILY dislike such bad repercussions on probability events. losing 5% of your max humours hurts everyone badly. Making it that rare just means there will be the extra QQ when it does happen to someone. possibly scratch the repercussions on drinking a potion without a debuff, and strengthen the long-term negatives a bit?
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Re: Some alchemy potion ideas

Postby Dallane » Thu May 30, 2013 12:22 am

You need to add in a massive grind for you good idea to catch the eye of the devs.
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Re: Some alchemy potion ideas

Postby Toorimakun » Thu May 30, 2013 12:50 am

yah i think that making the KO kick in after the effect has worn off would be good.
also make the negative effect last about 30 minutes to an hour.

then maybe add a potion to reduse the time of the negative effect with a chance to -1 stack of potion uses.
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Re: Some alchemy potion ideas

Postby L33LEE » Thu May 30, 2013 1:20 am

negative effects should be like reduced run speed, reduced combat damage, increased drain on smashing walls, chopping trees, etc etc.

Perma lose is way too harsh.
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Re: Some alchemy potion ideas

Postby iotuegli » Thu May 30, 2013 2:30 pm

L33LEE wrote:negative effects should be like reduced run speed, reduced combat damage, increased drain on smashing walls, chopping trees, etc etc.

Perma lose is way too harsh.

perma lose make that worth the effort... if i can bash in a claim (i assume i already can with my chars and team... like normal raiding) why can i have these time-debuffes like crime? if you want a boost for hard claims let's pay the bill and lose 5% humors, not too much, not too little


martinuzz wrote:
iotuegli wrote:good way to make fun in game with specializations... why not?

(i like the way you lose a % of max humor per potion drink... but i don't get how with 0 potions your humors reduce for 5%)


with 0 potions drunk, there is a 1% chance that you will KO, and your humours be drained. The % chance not only applies to KO. KO and humour loss is a combined package.
Edited OP to make this more clear.

i still don't get the point :roll:

level 0 (i didn't drink a potion yet)
1% change to KO... after what?
drinking a potion at lv0 has 1% change to faint or you have 1% change to faint per tick you are online?
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Re: Some alchemy potion ideas

Postby martinuzz » Thu May 30, 2013 3:11 pm

iotuegli wrote:i still don't get the point :roll:

level 0 (i didn't drink a potion yet)
1% change to KO... after what?
drinking a potion at lv0 has 1% change to faint or you have 1% change to faint per tick you are online?


The first. Drinking a potion at level 0 has a 1% chance to faint (and damage humours), determined once, when you use it.

To adress other posters, whose input is much appreciated:
- yes. The KO should only kick in after the potion's (beneficial) effects have ended.
- I agree that 24 hours for the negative effect is too long, after having another thought on it. 1h should be more realistic.
- the permaloss is harsh, but intentionally so. iotuegli put it nicely. If you want to boost for hard claims, it should come with a risk. The damage percentages and chances are open for adjustment though.
- increased drain on smashing walls is already in. Reduced combat damage isn't, increased stun vulnerability is. I purposedly did not touch run speed, as it is such a very basic part of all combat, it would not be wise to change that. I did touch run endurance with the thief potion though. Phlegm regen while in combat means you'll be able to outrun people.
- a potion to reduce the time of the negative effect, with a chance to -1 to instability. I dunno for the -1 to instability. It should IMO not be possible to drink more than say 2, at most 3 different potions in one go. It would become too OP otherwise. If a potion can be made that has a chance to -1 instability, people will just massively grind enough of these potions to be able to safely drink multiple potions, which beats the purpose of taking a risk. I would not mind a potion to reduce the time of the negative effect though. That might require some adjustment to the negative's base vale. perhaps 2h rather than 1 is in order, if you can grind it down by making potions.
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